#ue4-general

1 messages · Page 1104 of 1

real moth
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I like the idea, ty

drowsy snow
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Having your enemies colours greater contrasts in colour would also help (examples like Doom or Serious Sam)

real moth
drowsy snow
distant siren
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Good afternoon I was wondering if someone could help me to create a save system with 4 save blocks for a possible game that could give me on Pc and Play Station Good afternoon I was wondering if someone could help me to create a save system with 4 save blocks for a possible game for Pc and Play Station

drowsy snow
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(i personally think Doom is master class in game design)

real moth
shut minnow
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What's the news on the full release of UE5?

drowsy snow
buoyant graniteBOT
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:triangular_flag_on_post: MrNubbins#5279 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
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As for save blocks, in Unreal, it's basically save game slots.

warped totem
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Hello everyone. I was wondering if it's possible to make more than default amount of scalability levels (0-3+cine / low,medium,high,epic) in the ini files? For example to be able to have 5 or 6 levels of scalability, but in the custom ini files? (For example: 0-5 / verylow,low,medium,high,,veryhigh,epic) I hope I explained it properly, English is not my native language, so apologies in advance.

drowsy snow
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Also look up for Scalability Reference in the docs, as it has lists of what sg. commands actually do under the hood.

warped totem
drowsy snow
proven lake
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guys is there anyway to move physics objects using AddForce but at a constant speed as adding force in each frame just increases the speed exponentially

proven lake
warped totem
drowsy snow
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It's not related to Save Game class, which is a different thing (and shouldn't be used to store game wide settings)

warped totem
quiet sphinx
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where can i find this settings?

drowsy snow
quiet sphinx
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data

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where i can place my data asset

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and after one point, theres a data thing

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and i cant find where you should place it

drowsy snow
hidden oxide
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If I install Unreal without Linux build support, can I add Linux build support later?

quiet sphinx
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i found it

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im so blind

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xD

drowsy snow
hidden oxide
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Is 4.27.1 vanilla?

drowsy snow
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If you download it from the launcher, it's vanilla.

hidden oxide
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Awesome, thanks!

drowsy snow
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The chocolatey one would be the source one from GitHub

hidden oxide
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Ok

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How is the GitHub source version accessible?

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Every time I tried to see it I get a 404 error

drowsy snow
hidden oxide
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Thank you

lunar depot
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what is a signed distance field of a triangle mesh ??

rich stone
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hi, I have a ship actor and I want to create holes in the hull mesh when a projectile hits it. What would be the best way to achieve this? procedural meshes? destructible meshes?

patent cobalt
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@lunar depotA signed distance field is represented as a grid sampling of the closest distance to the surface of an object represented as a polygonal model. Usually the convention of using negative values inside the object and positive values outside the object is applied. Signed distance fields are very attractive in computer graphics and related fields. Often they are used for collision detection in cloth animation (Bridson et al. 2003), multi-body dynamics (Guendelman et al. 2003), deformable objects (Fisher and Lin 2001), mesh generation (Molino et al. 2003), motion planning (Hoff et al. 1999), and sculpting (Bærentzen 2001).

drowsy snow
patent cobalt
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@drowsy snowNVidia docs

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Actually is an excerpt from GPU Gems 3

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drowsy snow
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Ah yes, I know the site, though I wish they have rearranged TOC and in .epub form

sharp crest
drowsy snow
# sharp crest

Already brought up in #lounge

But I don't think this is that newsworthy for devs

sharp crest
drowsy snow
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I think that's more on the consumer, gamer side of things

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NVIDIA?

mellow turret
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AMD

drowsy snow
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Hmm, never saw that issue with Red before.

kindred depot
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btw for anyone

stray tundra
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does this mean we can't upgrade to 5 at all if we are on 4.27?

drowsy snow
# stray tundra

4.27 is NOT forward compatible with 5.0 early access, but WILL be forward compatible with stable 5.0

stray tundra
grim ore
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if you want to upgrade from 4.27 to 5.0 yes

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if you plan on releasing on 4.27, it doesnt matter

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with that said you can always upgrade from 4.27 to 5.0 non stable at any point from github

bleak lark
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Any advice on making dense grass sort of like the density and view distance in the Ghosts of Tsushima game? I've used megascans quite a bit and I can never get the density plus performance like the attached screenshot.

kindred depot
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that looks like imposter LODs to me

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Note: Please stop commenting asking for a copy of the map files. It is never going to happen as we are not allowed to. The point of this video is to show how imposters were used to blend LODs in fortnite, not to get people to think the map is accessible.
Showing the transitions from proxy LOD geometry to actual level geometry in Fortnite, with ...

▶ Play video
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4.22 Issue: https://github.com/ictusbrucks/ImpostorBaker/issues/10
Forked Fix Here: https://github.com/LucianoJacomeli/ImpostorBaker

Discord: https://discord.gg/G3ye3Jm
Watch live at https://www.twitch.tv/feluccastudios

This video goes over how to install and use the octahedral Impostor system created by Ryan Brucks from Epic.

how to install...

▶ Play video
bright sigil
clever niche
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Ok so I’m trying to set up a pixel streaming environment that will boot the TURN, STUN, Signaling server and project as soon as the computer finishes booting. I’m thinking I should launch it all from a single batch script but I have no idea how to go about waiting and making sure the signaling server is started before the project loads. Any ideas?

bleak lark
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@bright sigil thanks that helps

dapper bridge
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Is there anyone that is familiar with Multiplayer and can help answer a few questions?

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That would make sense haha thanks

drowsy valley
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Heyo, could somebody help me?

I can't figure out how to make this float straight instead of bouncing and tipping over

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the goal would be to have it float at a constant height

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but no matter what, it doesn't balance!

fossil basalt
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woah, I just descovered Ctrl and mouse drag to change perspective

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sooooooooooooo much quicker for me now 😄

drowsy valley
kindred depot
drowsy valley
#

huh

kindred depot
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wait nvm ( I thoguht you where moving the camera)

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ummm take a look at your physics body

drowsy valley
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hmm, at what exactly? I'm still very new to unreal 😅

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    protected void Suspension()
    {
        // 4 x Suspendors
        for (int i = 0; i < suspendors.Length; i++)
        {
            Debug.Log(suspendors[i].position);
            Debug.Log(suspendors[0].up);
            if (Physics.Raycast(suspendors[i].position, suspendors[0].up * (-1), out hit, maxCompression))
            {
                compressionRate[i] = Vector3.Distance(suspendors[i].position, hit.point);
                thisRB.AddForceAtPosition(suspendors[i].up * (Physics.gravity.y / (-0.5f)) * (maxCompression - compressionRate[i]), suspendors[i].position, ForceMode.Force);
            }
            else
                compressionRate[i] = maxCompression;
        }
    }

This is my Unity code

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this is what I have in unreal

    for (int i = 0; i < 4; i++)
    {
        FCollisionQueryParams TraceParams(TEXT("LineOfSight_Trace"), false, this);
        FHitResult Hit(ForceInit);

        FVector OffsetLocal = offsets[i];
        FVector LocalUpOffset = offsets[i] + (BoxCollider->GetUpVector().Normalize() * -maxCompression);
        FVector OffsetWorld = BoxCollider->GetComponentRotation().RotateVector(OffsetLocal);
        FVector WorldUpOffset = BoxCollider->GetComponentRotation().RotateVector(LocalUpOffset);
        FVector startpos = BoxCollider->GetComponentLocation() + OffsetWorld;
        
        FVector endpos = startpos +  (BoxCollider->GetUpVector()* -maxCompression);
        
        if (GetWorld()->LineTraceSingleByChannel(Hit, startpos, endpos, ECollisionChannel::ECC_Visibility, TraceParams,
                                                 FCollisionResponseParams::DefaultResponseParam))
        {
            compressionRate[i] = FVector::Dist(startpos, Hit.ImpactPoint);
            BoxCollider->AddForceAtLocation(
                -endpos * (UPhysicsSettings::Get()->DefaultGravityZ / (-0.25f)) * (maxCompression - compressionRate[i]) * compressionMultiplier,
                startpos);
        }
        else
            compressionRate[i] = maxCompression;
}
kindred depot
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Oh youe doing c++

drowsy valley
kindred depot
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Open model, look in top right

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one of them says physics asset

drowsy valley
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yeah, so, the BoxCollider is what I'm using for physics. the mesh has collisions disabled

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this is my physics tab. should be pretty much the default values

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what does linear dampening do?

kindred depot
kindred depot
drowsy valley
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ah right, nevermind. it's drag ._.

why not call the variable drag

drowsy valley
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the orange lines are the model used for physics

kindred depot
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hmm that looks perfect

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i can only help once i am done compiling my unrealengine.

drowsy valley
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👌

kindred depot
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if anyone else wants to chime in, they can.

drowsy valley
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I'm really quite confused because Unreal's AddForce seems to behave quite different from unity's

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(also it's addtorque)

gloomy grail
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How do I open a ticket having some issues with unreal crashing ans splitgate

drowsy valley
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hmm, the thing is I'd like to stick to the unity code in terms of logic. I doubt they are using addforce and raycasts for suspension in that expample :c

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As in, I'd like to understand how to get my own piece of code working instead of simply copying another solution

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Because theoretically it works (as proven in unity). Just needs adjustment for unreal

main oak
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Is it just me or is making 2D arrays with blueprints a real pain?

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T_T

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At least it's very easy to make 2 and 3 dimensional arrays in Construct 2 & 3, and that's an entry level framework.

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certainly miss something like an "at(0,1)" type of expression.

tiny grove
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Anyone up for VC? just to chill?

drowsy valley
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it's a lot closer to unity now

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realize here needs to go the upvector and not the final position of the raycast

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I hate how inconsistent Unreal is with Vector Conventions in cpp

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much more unified in unity

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Out of the box, unreal is visually more pleasing, I gotta say that

orchid seal
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any recommandations for some devlogs, something a bit more indepth? Trying to get a grasp of the workflow and game structure

drowsy valley
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just general workflow of any game?

orchid seal
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yea

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I can translate into different generes if needed

drowsy valley
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Hmm yeah, but sorry, I don't know any.

I have no problem working with unreal (except the quirks in it's code) from my experience with Unity.

no idea

orchid seal
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Thanks anyways 😄 Hopefully I'll find some

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@plush yew cheers!

kindred depot
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If I created a driver for the mouse for acceleration, Could Unreal engine use a custom driver like this with out it being located inside a windows directory?

bright zinc
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I installed vs2022 with UE4 4.26, but the unreal engine didn't detect the vs2022. Does anyone know how to fix it?

grim ore
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I dont understand why people assume a new product will work with an old product...

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yep. I've seen the VS 2022 doesn work with UE4/5 so many times recently 😦

grim ore
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I dunno why they would recommend VS2022 for it, epic recommends 2019 =/

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yeah but I wouldnt recommend it. I might use it sure, but saying "hey new user, why not use 2022 which isnt compatible out of the box"

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on a clean windows install, .net 3 is missing and not available on the installer

little mantle
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Hello everyone! Not sure where to ask a general question 🙂 Hopefully it is ok posting here

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So I see they stopped supporting html 5 for ue4 and I am trying to host online 3d environments for client walkthroughs

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What is the process now?

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I'm not fond of going backwards in tech lol, but I will if I have to

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lol

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So is pixel streaming a server host basically?

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My bad, just looked it up

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Ah that makes much more sense actually

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I was worried my web server couldn't host it

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Thanks so much Lorash

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I knew popping on the discord was a much better way to get straight to the point of what I needed to be looking at instead of hunting and finding online all day

grim ore
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the runtime doesnt work

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source building

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5.0

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last I tried in on a new windows 11 machine with just 2022 it was a blocker

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did you have 2019 on that machine before?

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then maybe its fixed 🙂 its been a few weeks since I did that

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getting a new laptop later today so I can try it on that!

winter gate
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Adding and removing tags is like really light on performance ya?

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Say just for a handfull of tags, around 20

hoary rock
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Any reason why unreal engine is so incredibly slow? It ran perfectly fine on my laptop before, but when I reinstalled it, it performs horrible, say 1-5 fps if I'm lucky

winter gate
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I guess they're prone to typeo human errors that might go uncaught, hmmm

hoary rock
#

I only have 1 GPU

drowsy snow
hoary rock
drowsy snow
# hoary rock Hm ok, how do I switch it too my main gpu?

If in (more recent Windows 10 updates) Task Manager shows your UE4Editor process uses GPU ID that corresponds to Intel iGPU, in Windows settings, force UE4Editor to always use high performance profile (also your dGPU driver has this settings)

hoary rock
bright sigil
quasi wyvern
#

How the hell do I make a camera the main/default camera?

fathom cape
#

is there any way to get this event to run on server through GAS?

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it runs on clients but there is no server callback

quasi wyvern
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I figured it out

stray finch
#

How do I downgrade to dx11?

grim ore
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how did you upgrade to dx12?

stray finch
#

I can’t

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that’s the thing

grim ore
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what is it running in now then?

stray finch
#

it won’t load my project because it’s not dx12 compatible

grim ore
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ah, gotcha

stray finch
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I was wondering how to run it

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my PC isn’t the greatest haha

grim ore
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in your project, in the CONFIG folder, in the DefaultEngine.ini file look for the [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 section and remove it

stray finch
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gotcha

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It works now. Thanks!

autumn latch
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How to enable physics like this characters?
Mesh = head.

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if i enable physics this character flying

drowsy snow
plush yew
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I heard that Epic's game Fortnite went from 100GB to 30GB a year ago or smth. I am really curious what kind of "optimalization" they did. Unreal's package size is usually very huge, even a template project almost take 1 GB..

drowsy snow
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Oodle is well known for high compression ratio with minimal loss to quality and performance.

harsh shell
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So i see that core is wrote in Unreal Engine 4 wondering how they did there game editor is there something in unreal to do a editor like that or is it 100% custom

drowsy snow
autumn latch
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i dont given animbp yet

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i just trying to enable physics normally

grim ore
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you dont really enable physics on the character, what are you enabling physics for?

autumn latch
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when character dead, or car crash...

autumn latch
grim ore
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if you need physics, you generally would disable/hide/kill the actual character and spawn in a ragdoll to replace it. it would just be the static mesh with physics enabled

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otherwise you need to disable parts of the character you dont need at that time, like the capsule, and enable things like the collision and physics on the mesh at that point

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there are sections on the mesh for both physics and collision, you would set simulate physics to on and then make sure the collision is correct for the type of physics you want

vocal sorrel
#

Hey guys, does anyone know why my foliage looks like this? I am using a Landscape Grass Type to place grass throughout my scene but I get these weird results. I tried messing around with the shadows but no luck

simple jewel
simple jewel
desert verge
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For general A.I things, do you do it in blackboards or blueprints?

kindred depot
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What's a good max poly for a weapon?

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60kish?

finite crag
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any1 know how to make random encounters inside an rpg/

plush yew
pure galleon
#

Hey guys, may I ask if the Quixel Bridge is available for 4.26/4.27? bcoz its announcement looks like it's only available for UE5

bleak zodiac
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there got, you need to install it and install plug in for 4.26/4.27, hope that help

pure galleon
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thanks alot mate

ripe gull
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can someone help me ? my unreal project doesnt generate vs code files for some reason

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it says access to directory denied

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also, ive looked around the internet alot

kindred depot
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delete unnecessary files and rebuild.

ripe gull
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didnt work

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unless i delete c++ components ig

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nope didnt work

kindred depot
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Intermediate folder?

ripe gull
#

ive done that as well,

kindred depot
#

try opening your project

ripe gull
#

cant

kindred depot
#

with the exe.

ripe gull
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says "unable to open rebuild manualy

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"

kindred depot
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right click on the exe remove plugins, save, readd plugins?

ripe gull
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will do

kindred depot
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make a back up first

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just in case.

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i have a back up, of a back up of a back up xD

tiny valley
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Using hdri backdrop as lighting how can i hide the cubemap for no backdrop

bright sigil
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Ah damn and i know ive hidden the hdri before

prime willow
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@kindred depot thanks for the video ill test it super soon ❤️

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also you guys if you have any idea id love to know

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if i wanted to make a multiplayer like game think of your standard areana fighter

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how would i instance my character skeletal meshes so a character with multiple morphs or such wouldn't violently task the game during standard play?

green hinge
#

Any idea why a character is now invisible after a reparenting ? 🙂

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(hi !)

worthy elbow
green hinge
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mmmmmhhhhhhhhhh

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Good try, but no 😦

bright sigil
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(hello ^^)

green hinge
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Yeah. Hot reload messed up something, so reparented BP_Char to Character then CharacterBase c++

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(how are you ?)

bright sigil
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uh, not sure what that entails... if its bp, did you check it to see if the mesh is hooked back up?

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(not bad, looking forward to the winter break. Any plans for the holidays?)

green hinge
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yeah mesh is here, and diff between a copy before reparenting seems ok

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changing the mesh doesn't do the trick either

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(would have been better if I hadn't have to fix stupid things like this before going away for a month 😄 )

bright sigil
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but the skeleton and anim bp, thats good?

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(i hear that!)

green hinge
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seems so

bright sigil
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alright, what class is it using currently?

green hinge
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Dis ok ?

bright sigil
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it does, though i hear problems with ue5, we can consider that the problem when all other explanations are exhausted

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so this is using BP_Char again or something else?

mint sequoia
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Anyone know if there's a solution for achieving this sort of 'level wrapping' effect in unreal engine, in a proper 3D world? It would be nice if the level simply wrapped around - almost like a de-projected sphere. But I don't see any way to do that without 1) Scene capture (huge perf cost) and 2) Teleport (that part is OK) or actually making a spherical world, filled with spherical math and the incredible amount of additional work and then deprojecting it.

bright sigil
green hinge
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UE5 ... 😄

mint sequoia
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Well, you'd need to see beyond where it wraps, so just teleporting isn't sufficient

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Oh does UE5 have a feature that can do it?

green hinge
mint sequoia
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Ah, I was actually wondering if it might before you said anything, that's why I jumped to the conclusion

bright sigil
mint sequoia
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I know they have new level tools

green hinge
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around 76 times already today, without hot reload (even though it's the culprite for my first issue that took me 2 hours to diagnostic before asking for help)

bright sigil
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if i could remember the game, there's one that plays with this idea of infinite wrapping in 3d space, its really trippy

bright sigil
green hinge
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thanks a lot for the support though

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I prefer not finding anything but having someone to talk to 😄

bright sigil
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hey no prob, glad to help.. or attempt

mint sequoia
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I've been using live coding since before Epic bought it and integrated it, it's a beautiful thing

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Hot reload should be denounced at every opportunity 😛

green hinge
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🙂

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Unfortunately, I had an error when trying to attach something:
Error: Template Mismatch during attachment. Attaching instanced component to template component. Parent 'CollisionCylinder' (Owner 'Default__BP_CharacterBase_C') Self 'UIFloatingStatusBarComponent' (Owner 'BP_PlayerCharacter_C_0').

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And recreated a new BP (or reparenting) is fixing it

mint sequoia
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Hot reload is infamous for corrupting BPs

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Before live coding, people just made do with recompiling every change and reloading editor

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Hot reload has never been an option

green hinge
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That's what I have been doing but the BP might have been broken before

hexed herald
#

should I use shared_ptr with AStaticMeshActor such as std::vector<shared_ptr<AStaticMeshActor>> foo;

drowsy snow
gilded patrol
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Can I run unreal Engine in 4gb ram with amd 5450 1gb Graphics??

drowsy snow
gilded patrol
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Can I use for programing

drowsy snow
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Pffft.

gilded patrol
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Wht is pffft?

mint sequoia
drowsy snow
# gilded patrol Wht is pffft?

I can only say, "good luck with that".
Unreal Engine can take up more than 2 GB of RAM, especially when generating C++ classes. Also Visual Studio when compiling.

mint sequoia
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I will just teleport and not allow seeing through "level boundaries" by covering them with fog or volumetric clouds

mint sequoia
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I wasn't comfortable until on 128GB with gen4 NVME (at full speed, not throttled due to PCIe bus bandwidth)

gilded patrol
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Ok

mint sequoia
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But for tiny hobby projects, you can get by on 4gb

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It will be painstaking

gilded patrol
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Thanks

drowsy snow
mint sequoia
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The 32GB of RAM became a massive limitation the moment I started working on actual projects

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Instead of learning

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I compensated with massive page files but it just isn't realistic

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So if you have 4GB, you will want a HUGE page file

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Like, 100GB dedicated to it

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And expect things to be very very very slow

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Of course, windows can manage your page file size on the fly, but if the space isn't available then you'll run out of drive space, so may as well make it fixed

drowsy snow
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Also opening new levels can almost instantly crashing the system

It's not poor shaming, just that 4 GB of RAM isn't that feasible for development purposes. I've been there before.

mint sequoia
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@drowsy snowのかんじはどういういみですか

mint sequoia
drowsy snow
drowsy snow
mint sequoia
bleak zodiac
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i was use 8 GB RAM long time before

mint sequoia
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かんじはむずかし

mint sequoia
drowsy snow
bleak zodiac
#

one of the moderator have 16 GB and GTX 960 before, then upgrade to 64 GB and RTX 3090

mint sequoia
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Meant can't practice, but I don't think I can say that word without kanji 😐

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I used to know quite a few kanji but I forgot them all, now I know watashi and numbers 😛

bright sigil
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i got 16gb, plan on getting another 16. but its not caused me any trouble

mint sequoia
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It will in time, guarantee it

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You're doing smaller projects right?

bright sigil
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uhh

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not really

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im not doing super big either though

mint sequoia
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Hmm even at 32GB most projects I worked on ended up loading through page file instead of RAM

bleak zodiac
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i actually want to get 64 GB, but it's no more so i only get 32 GB

bright sigil
#

medium projects 🙂

mint sequoia
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I rebuilt my computer recently, has insane specs

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It's been quite a relief not to deal with problems like limited RAM and paging

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My editor loads almost instantly, compiles almost anything (except engine itself) almost instantly

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Shaders compile almost too fast

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But I can only do that because it earns more money than it cost

drowsy snow
mint sequoia
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Not to mention the on'yomi and kun'yomi

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I know there are rules to determine which to use and when

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But when you're not engaged in the language daily they're too easy to forget, especially if you see something and want to read it but its gone before you can remember how to read it

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And then theres...

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I forget what its called, but it converts a hiragana with compound kanji

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Where ka could become ga for example when compounded

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...Rendaku?

paper falcon
#

Hello guys. I've been a game developer for 4 years and want to get into Unreal Engine. Should I be using Unreal Engine 4 or use the Unreal Engine 5 that's in Early Access?

mint sequoia
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UE4

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All the tutorials will be based on UE4, it's stable and not experimental

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And all the answers to your questions will be based on UE4

paper falcon
mint sequoia
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Either at this point, but the knowledge is transferable UE4->UE5

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UE5 has new features that might require learning at the time

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Depends what you do

paper falcon
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Okay thank you so much @mint sequoia ❤️

bleak zodiac
#

i using 4

paper falcon
#

Will people be moving onto UE5 once it's fully released?

mint sequoia
#

Of course

paper falcon
#

Okay, just not now though because it's in Early Access?

mint sequoia
#

Comes with lumen, nanite, world partition, and the worlds are built on doubles instead of floats

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No, some use it now

paper falcon
#

Hmm okay thanks

raven estuary
#

Are there any paid tutorials anyone can recommend? Or what path of learning would you recommend

coarse wind
plush yew
#

speed level design

bright sigil
bleak zodiac
rugged harbor
bright sigil
#

export the sk from engine

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yes

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no clue what you need

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well, there's anim retarget, otherwise it sounds like you want someone to redo your rig

#

Im off to bed, if the retarget doesnt work well check the retarget manager and make sure every bone including ik is correct.

potent jungle
#

this is driving me crazy
can someone confirm whether it's an expected behavior or a bug, please? I tested in 2 versions

a cube with its pivot point at the bottom
I placed it with the static mesh foliage, and moved down/rotate with the select tool (in the foliage tool bar)
whenever I sculpt the landscape, the moved mesh snaps back to its original position
https://gyazo.com/9e1fd642c4900afdf0b2673722c3e4cf

merry girder
#

i am using ue 4.26 and when i try to package a game it is redirecting me to a page that does not exist anymore, am i doing something wrong??

rocky epoch
# potent jungle this is driving me crazy **can someone confirm whether it's an expected behavior...

It is expected as most of the time we want the foliage move with the landscape when sculpting and we would use z-offset to sink meshes into the ground. Then it would be in the same position relative to the ground when you sculpt it.

It is possible to "break" the link between the landscape and the foliage, but we only had that issue when we separated the foliage to an other sublevel, and recreated the landscape later. But I do not know how can we do it intentionally and quickly.

frozen stratus
#

I have a planet that is running virtual textures. It seems to work quite well when planet size is like 1/100 of what the actual size should be, but when I make the planet bigger the virtual textures don't seem to load as smoothly and when zoomed out fast I see more blurry areas. This is because now the camera distance to the planet to view same area is farther and I think there is some buffer where the system decides when to load certain texture. I'd like to make the planet bigger because adjusting the edges of the SkyAtmosphere actor is harder on smaller actors. Atmosphere fade to space is better with bigger planet actor. Any ideas how to adjust how virtual textures work on this? I'm not talking about landscapes. Just gigantic texture files that are loaded in UDIM style where smaller tiles make complete texture

#

Even in bigger planet the VT loads when I zoom in, it just seems to want the camera to be closer to the mesh

potent jungle
#

@rocky epochthank you for your feedback on this matter
we would use z-offset to sink meshes into the ground
the only option to z offset a particular cube (let's assume I have thousands of them), so it remains "offseted" with further landscape sculpting, is to use a reapply brush with lower z offset values 🤔 not a very fast way of editing, but still better than nothing

rocky epoch
#

Do you want to place thousands of objects to the landscape and offset them manually to different z-offsets and be connected to the ground when sculpting?

potent jungle
rocky epoch
#

yeah, that is tricky, I have no idea if that is possible other than set a new z-offset with the reapply brush

#

not so user friendly method that is for sure

potent jungle
#

holy moly, for the first time I wished I were wrong 😂

#

@rocky epochthank you for your help!

rocky epoch
#

hopefully someone knows some trick, but I do not :/

surreal pier
#

anyone know a fix to d3d being lost?

rocky epoch
#

I had that issue with a specific gpu driver. Driver rollback solved the issue for me.

hidden bloom
#

Hey guys using 4.27 doing an open world. When I Import Tiles do they all need to be connected? I have a main landfall and then 2 Islands. I will later add an ocean plane or something but do I have to have blank planes in between when I import everything?

frozen stratus
#

I've seen similar crash with white crash box and usually it happened when I tried to render something with increased resolution. So apart from drivers depending what you did it could also be that GPU ran out of VRAM and died

surreal pier
#

thanks!

neon bough
#

it has a class filter

tired thicket
#

Does anybody know why if I run the simulation directly from UE it crashes with the above error.

If instead I build the project from Visual Studio the simulation run properly...

supple narwhal
#

Anyone know a good Websocket package that works well with unreal 5?

cyan sapphire
#

Hey guys
I have a Datasmith Scene and I want to export it as FBX
but when I combine it to a StaticMesh I only get one combined mega Mesh
is there a way to export a FBX containing the single Mesh elements?
because when I say export on the Datasmith Scene with the supplied machine .step file I only get the option "Unreal object text" as *.COPY or *.T3D file
but I need FBX 🙂

rain badger
#

It won’t let me build the lighting for some reason. I started the project with the puzzle template (if that matters) and I turned off the auto exposure as well. But regardless, the ‘build light’ button is greyed out. Why is that, and how do I fix it? I can’t seem to find a solution

#

No, static lighting is still allowed

warped totem
#

Hello everyone! I am trying to "expand" my scalability settings, by default there are 4 preset levels, "0-3 / Low, Medium, High, Epic" (+ Cinematic). I am trying to add more preset levels so that it looks something like this i.e.: 6 preset levels "0-5 / Very Low, Low, Medium, High, Very High, Epic". I am asking if it can be done in the ini files, so that it can still be used with "set quality" nodes in blueprints, but with higher values (more presets), because now it recognizes values up to 3 + 4 as cinematic. So that in the end result I can i.e. set the foliage quality to "very high" preset by using "set foliage quality" to "4" or set it to "epic" with "set foliage quality" to "5". Any help would be greatly appreciated.

main mica
#

hey there, does anyone know the right workflow for maintaining houdini attributes through unreal? i have an asset made by one .hda that im then instancing with another and i want to be able to unpack and isolate some primitives based on an attribute that can survive the process of being baked to a static mesh in unreal. so far only the material attribute comes through but its a bit awkward having to create and assign a separate material for a part of the mesh when its all textured the same

#

just vertex color?

worthy plaza
#

Hi, shouldn't be today the Free for the month "change"?

thick herald
thick herald
#

Today is the day. But time-zones...

scenic fox
#

can somebody tell me what "real-time" means

#

please?

#

like real time

#

ray tracing

#

wtf does real time mean

#

tell

plush yew
#

in real time

#

as you edit it

scenic fox
#

isn't that run time whiling it's running?

plush yew
#

it gets rendered instantly

#

like every change you make

#

it's live

#

something like that

warped totem
scenic fox
#

damn even people on the discord server don't know the full definition of it :(

plush yew
#

it's real time

#

right here

#

right now

#

all you need to know

#

😄

scenic fox
#

:( am still confused :(

plush yew
#

like unreal engine 5 uses lumen

#

it's real time lighting

scenic fox
#

I STILL DON'T GET WHAT REAL TIME IS

#

isn't it like run time then?

plush yew
#

it's real

scenic fox
#

it's real? irl?

thick herald
hybrid kite
scenic fox
#

oh....

#

ah

warped totem
# thick herald I'm presuming this is for a game, in which case you can invent your own presets,...

Yes, it is for a game. The thing is I already have a system that works perfectly fine, UI with buttons and sliders and everything. And that system uses "Set (enter preset name) Quality" nodes in blueprints. But using those nodes doesn't go above default max number of preset levels of course, even if I make my own "custom scalability" ini file with more presets. I see you mentioned that I can invent my own presets, and call them whatever. I think we are on the same page here then, the thing is I thought that would, for my already existing system be best done by making or editing ini file to create more "chunks" of custom preset levels, but as I understand you're saying it can be done in BP? And I mean to actually create groups/presets (.sg), that can be collectively set? instead of setting each .r line separately.

bleak zodiac
#

real time, you don't need to go through frame by frame cycles render like in render pass, instant update, hope that help

thick herald
# warped totem Yes, it is for a game. The thing is I already have a system that works perfectly...

I'll admit it's not something I've done yet, but you should be able to create a system that takes the users desired settings and set all the appropriate r. commands within BP. I mean all it is, is taking a value and then adding it to the end of the command and executing that command. Commands are strings, so you can have them all ready to go in an array, data asset of some kind, etc. etc. Run a loop, do your thing.

#

Execute Console Command is the node I am thinking of here

#

You create your own presets, with a list of the things you want to set. Or allow the user to change individual elements.

warped totem
warped totem
thick herald
#

Probably lots of ways to approach it. The most basic way that comes to mind is an array. "MySuperLowPreset" array will all the r. commands for that, etc etc Whether or not you allow the user to change the values is up to you [simply change the array element for that option] User picks a preset you run that array through a loop.

bleak zodiac
warped totem
thick herald
#

Say you have your UI, showing all the options you want. User selects an option then has to click a button called 'apply' sort of thing. I'd probably go with enums, and use a switch on enum.

warped totem
#

You said that commands are strings, so that they can be ready to go in array, that sounds useful. I'm still pretty new at all this, so excuse me for sounding green. Is there maybe some tutorial of sorts for that? Strings as an array, I guess?

warped totem
thick herald
#

have you seen Mathew Wadstein's YouTube channel? He covers just about every node out there and is a great place to start. https://www.youtube.com/c/MathewWadsteinTutorials

#

Enums... heh took me a while to fully grasp how useful they are... too 😄

warped totem
gleaming crane
#

Spotted this in a video how does he get the fps and memory use on the toolbar?

gleaming crane
#

legend

thick loom
# scenic fox isn't it like run time then?

When speaking in terms of software development "real-time" doesn't necessarily mean "run time" and "run time" doesn't necessarily mean "real-time". Two different concepts. Runtime means "while the game is running" as opposed to design time which is when someone is working on the game. The distinction is important because things like building lighting only happen in design or editor time and never at runtime or while the game is running. In general engineers will work a lot harder to optimize runtime algorithms than editor / design time algorithms.

Real-time for a game developer is the default, so most won't really think about it as special. To 90% or more of the rest of the software development world is a difficult technical constraint. Real-time means the software has to update itself constantly. Compare this to most websites or other programs where the program only updates when the user clicks a botton. Those are not real-time operations because the program basically sits around and does nothing when the user does nothing.

scenic fox
thick loom
#

When the rendering takes too long, the real-time requirement isn't met and as a result the game feels choppy or unresponsive.

#

In other software situations, failure to meet real-time requirements means something will physically blow up (ie real-time operations for a landing system in an aircraft), or data corruption of some kind will occur.

#

The opposite of a real-time game would be a turn based game, but only really one of those older text based games that wait for use input.

#

Yeah you could. Most modern turn based games use a render loop and so have very soft real-time requirements.

timid pilot
#

Hi, where can I get the release note of 4.27.2?

plush yew
#

hi !

#

u got a problem with some understanding of the unreal engine free marketplace

#

on the botom it says only ue4 products

#

does it mean i can not make my own game with it and place it on the market?

#

or can i make my game with it and earn something of it ?

#

i want to add a question and answer system to my game how can i do

mental helm
#

You just can't use the free stuff for another game engine or to sell in an asset pack or to make a movie rendered outside of unreal engine

plush yew
opal cedar
#

Guys, I've got a little question here:
Any ideas on how to solve this weird shadow glitch after bake?
Tried to build on lighting, moving it around. Just doesn't seem to work

warped totem
#

You have to be more specific, what were your blender export options, your ue4 import options, what kind of skeleton you made, did you retarget the bones, what kind of animations are you talking about, are they ue animations or blender made and imported, if blenders; what were their export import/options, facial or body, etc, etc. Gif, or video would be a lot more helpful, or at least image for giggles.

plush yew
#

Is there a way to create a rig in Maya for UE5? The problem with using MetaHumans is that human expressions won't look good on an anime/furry character. I'm looking to use mocap.

neon narwhal
#

Guysss, anyone here used RenderDoc?

#

I want to disable MobileReflectionCapture in my materials, i've removed all reflection captures and SkyLight actor from my scene, but I can still see i'm sampling this 1x1px texture in each draw call :<

rare axle
#

Anybody know why my viewport is significantly lighter than my render in the Movie Render Queue? Exposure settings for the post process and camera are the same, as well as auto exposure being turned off.

frozen stratus
#

I bet you disabled game settings in viewport and pumped up exposure in the editor

rare axle
#

Disabled game settings? What do you mean?

frozen stratus
#

your editor window view either uses game settings or it doesn't

#

if you disabled that and corrected manually then that's what you see in editor and post process applies to render

rare axle
#

Disabled that where?

frozen stratus
#

one of the options in the viewport, where you choose modes

#

i already closed ue

#

just click those buttons and find game settings

rare axle
#

Do you mean switching between lit/unlit views?

frozen stratus
#

one of those buttons

#

just check them through and you find it

rare axle
#

Oh I see it, exposure tab, game settings. No that's not disabled.

prisma brook
#

Hi hi

#

What’s the simplest way to migrate a first person player into my scene?

#

No functionality other then walking around

#

Would be great to just copy the player from the UE fps example but I don’t know how to properly do it

frozen stratus
frozen stratus
# prisma brook Hi hi

You can just add feature pack... like basically "import" the first person functionality to the project

#

I forgot where exactly it is but you can add template or feature pack to the project, for example if you made blank template your can still bring in first person, third person whatever

#

probably somewhere in content browser you have "add" something something

prisma brook
frozen stratus
#

I can't remember without getting back to UE even what exactly is the name of the button or menu item but it is very simple thing to do

#

I don't think it matters where you import it but usually it is just under the main folder

#

I can't even remember if it lets you choose

grim ore
#

@prisma brookif you just want to add the FPS character, you can add the FPS Feature Pack from the add menu. If you want you can also make another project with the FPS template and with the FPS Character selected you can right click -> asset actions -> migrate and then choose the content folder of the project you want to move it into

prime willow
#

Is it possible to have sketal meshes as instanced to save on memory and load on the game during runtime

#

granted the goal as i stated yesterday would be something like phantasy star online 1 for the dreamcast lobby and gameplay wise, or standard online/offline lobby sorts like xenoverse or shinobi striker

drowsy wigeon
#

Are splines with components pre-generated and merged into one mesh? I will explain my idea - I would like to make blueprint with construction script, which procedurally makes nice railway tracks along the spline. I want this script to be smart - not just stretch one mesh along the spline. Ideally to procedurally generate correct junction points with no weird overlaps. My idea was, to create separate meshes, like rails, sleepers, 3rd rail. Then blueprint would place rails along the line - rail can be stretched across whole spline, however sleepers should not, since it makes distortion. So sleepers would be placed individually in fixed intervals. 3rd rail would be placed along the spline, but not at start and end, there would be 3rd rail entry/exit mesh. Now to main question - if I will generate resulting spline mesh by combining maybe hundreds of meshes, does it affect in-game performance or not? Does Unreal run construction script and merge resulting spline meshes into one mesh which is then in-game rendered as one thing? Or it will render all generated objects individually?

wary wave
#

there are likely numerous examples of this out there somewhere on the web

drowsy wigeon
wary wave
#

it's a pretty common practice, I don't think you have too much to worry about

#

it can be baked into static meshes IIRC

#

but you shouldn't need it

#

otherwise it's all done in the shader, FYI

#

collision is generated

drowsy wigeon
wary wave
#

some meshes probably want to be instanced in batches

#

screws for sure

#

not sure why you'd want them individually

weak stratus
#

any riggers/animators that could anwser my question in #animation

wary wave
#

better to have a sleeper with one and a sleeper without one, probably

frozen stratus
#

Is virtual heightfield mesh only for landscapes? I can't find any info on UE docs for it other than few "code" reference

cobalt iris
#

What's new 4.27.2?

#

Is there a place to read the changelog?

#

Like where are the release notes

#

FOUND IT

#

LETS GO

#

scroll to the bottom

timid pilot
#

Yes I saw it.
They just updated before posting this after some minutes

robust marten
#

Hey guys, can I get y'alls personal opinion on which Highlight looks better in your opinion?

ebon palm
#

how can i make a respawn for my multiplayer game. I try everything but it
work

simple jewel
plush yew
#

if my max walking speed while crouched supposed to be 2m per second? what am I suppose to put here?

simple jewel
robust marten
prisma brook
#

How do I set the FPS to Player Start?

strange mulch
#

Does anyone know how I fix this issue? When importing assets, some materials (textures) won’t show up?

bright sigil
bright sigil
frozen stratus
neat ether
#

when I create any child blueprint, it's completely empty whenever I open it again, how do I fix this?

bright sigil
#

did you window > reset layout?

prisma brook
neat ether
bright sigil
#

Load Layout > Default layout...

prisma brook
#

Now I just need to remove the hands of the character so there isn't anything obstructing the view

#

as well as the cross hair for the gun

neat ether
#

.......

#

well, can anyone else help me with this, then?

grim ore
#

when you go up to Window in that child blueprint , what do you see?

twin tulip
#

Unreal engine.

grim ore
#

@neat etherif you click on Class Defaults from the Window menu, it will open the... Class Defaults. From there you can open the full blueprint editor

twin tulip
#

@drifting finch Sweeney use ue5 better L

ebon palm
runic fern
#

Hi guys how its going ..
Can someone please explain to me how to use scene component as a snap socket and how it can hold the information of snapped actor ?

twin tulip
#

You just get better

#

👁️

runic fern
#

I want to snap 3 different part and check if they have screw and installed properly

grim ore
#

@ebon palmyou dont have player starts in a blueprint, they are in the world itself. The place actors panel has them.

jovial perch
#

my epic wont open

bright sigil
jovial perch
#

just the project

bright sigil
#

then yeah, go find the project folder on your computre, and launch the uproject file

jovial perch
#

ok

#

thx

bright sigil
#

yeeeeeeeeep

distant siren
# bright sigil yeeeeeeeeep

does anyone know how to adjust the weight in blender? because when I import on urneal the animation some vertices are huge

plush yew
#

cant log in

#

anyone have the same problem?

#

yup

whole turtle
#

same

#

it's still kinda dumb to have the engine attached to a games store tbh

#

imo

plush yew
# plush yew yup

u mean everyone have the same problen now?

so i shouted for nothing to my computer that she is old news ? XD

plush yew
#

steam is going to get some more gamers today xD

distant siren
#

after i use blender, i import on unreal everything is ok, but as soon as i assign an animation to the character the vertices explode .. is there a way to fix it?

zinc cipher
#

So I coudn't build out. I was getting a mac error in the console trying ot build that is basically a network error. I think the AWS outtage is affecting this.

plush yew
#

blender also has a community were they explain how to use it to

soft kernel
#

hi, someone already made a video about it

#

me and others have the same problem since 30minutes

#

any ideas?

prisma brook
#

okay this is driving me crazy

#

im having a hard time changing the height for the fps character

#

from the demo project, no problem

#

but after i merged it over, i can't seem to adjust it

zinc cipher
#

I think the launcher is fucked till AWS is fixed.

prisma brook
#

have tried scaling and changing all the values

#

as shown in the FirstPersonCharacter tree on the right

#

it's gotta be simple, just need the fps eye sight a bit higher

plush yew
#

amazon dam

#

they are hard to contact :p

zinc cipher
#

Stanley in the player blueprint, move the camera object to the right location. And you might need to adjust your capsule height if it's way different.

#

Amazon took a major crash today. Like tons of services are out.

plush yew
#

ow btw, this is for runescape players only

if you make lots of stuff the same, is the item called ( essence , pure essece) an BP or just a structure ? 🙂

#

the runescape players have to have an understanding of BPS :p

prisma brook
jovial perch
#

ok so i want to copy an actor from a level and move it to another level

#

how do i do that

prisma brook
#

In the blueprint i adjusted the value of the Base eye height under camera

light vigil
#

Is chaos enabled by default now in 4.27? I still don't see the fracture mode

zinc cipher
#

MasterOx have you just tried copy and pasting it?

zinc cipher
prisma brook
#

bless you got it fixed

#

Thank you hippieman

winter gate
compact trout
#

Hi Guys 🙂

winter gate
#

That Kraken is looking dope though

limber cradle
#

Guys im having a problem with playing the animation montage of some animations that I bought from the marketplace. Also, the animations does not appear when I try to preview the animations with the UE4 mesh skeleton. Does anyone know why?

keen hemlock
#

Having issues with a 4.25 project. I was following an unreal tutorial and added a C++ class to my blueprint only project. I realized this was a mistake, but didn't think much of it. I tried to reopen that project now and it pops up an error saying that i am "missing modules" and when i select "rebuild" it says i need to rebuild from source, but i cannot figure out how to do that

bright sigil
runic fern
#

You can remove all cpp classes and module by editing .uproject

#

And you good to go

kindred depot
kindred depot
limber cradle
#

No, it was not. I just solved it, thanks!

keen hemlock
runic fern
#

Screenshot it i will mark it

keen hemlock
#

This is what I’m looking at

runic fern
#

Delete these

#

And .sln ,source folder, intermediate,.vs,Binaries

keen hemlock
#

okok, I don't see a binaries folder but I have the rest

runic fern
#

Yea np

foggy valley
#

is anyone else's Unreal Engine tab in the launcher completely blank?

keen hemlock
#

"could not set association for project. check the file is writeable" when i opened the project

runic fern
#

Can you screenshot the uproject again

#

Delete the comma after
Description = " " ,

keen hemlock
#

just saw that

runic fern
#

xD

keen hemlock
#

and added the }

#

dummy me, just stressed lmao

#

youre an absolute life saver man

#

had an entire semester put into this project, due tonight XD

runic fern
#

Goodluck

steel rock
#

Ola folks - I've been trying to figure something out without success..hopefully someone will know. Basically what I'm bogged by is when I first start playing in editor with a regular spectator pawn, my pawn changes rotation just by moving the mouse around, but as soon as I click anywhere, I lose that ability and have to use a right click to rotate around. Is there a simple box check I'm missing or do I need to do some specific work in the input component on the pawn?

vocal wagon
#

Is there a way to have more than a couple undos?

grave pollen
#

Been stuck on this for a while just wondering if any1 can help. I turned orient rotation to movement ON but my char still only faces in the direction of the cam. I made sure pawn rotation is off as are the yaw, pitch, and roll settings in char movement my goal is to make cam just face 1 way more moba-like in nature and then have my char follow the mouse .. literally just the same as league of legends does but I find the AI simple move to node is really bad, i assume its because my map is not flat. So the movement u see here is mostly WASD keys on the char itself but long story short id just really like if my char faced the direction of movement, not the direction of the cam (which will be static eventually)

vocal wagon
# drowsy snow wdym?

Like on unreal engine you can increase the amount of ctrl+z you have. Is there something like that in Unreal?

drowsy snow
vocal wagon
#

Thing is, that I only have maybe 3-5 undos until I can't anymore o-o

grim ore
#

@grave pollenhaveyou looked at the default third person template? that character moves in the direction you press (and faces it)

eternal lotus
#

not sure where the best place to ask this is (maybe a Blender specific discord?)... so feel free to redirect me.

when I import a this mesh... part of his eyes are missing. Literally no idea what could cause this. (this screenshot is in UE... will upload one from Blender in a sec)

#

blender:

bright sigil
eternal lotus
#

sweet 😄

#

magic

#

thanks ❤️

grave pollen
#

love ur tuts btw

mellow turret
#

I packaged a server but the .exe file isn't opening, is there a way to know why it isn't opening

#

I'm checking Task Manager and the server seems to be running, but I don't see a window for it

grim ore
#

if its a server that is normal, you are not telling it to display the console (dedicated servers are headless)

grave pollen
#

I could be wrong but I think a saved / logs folder should show up but I forget if thats only for client

mellow turret
zinc shore
#

how can i have my FPS camera tilt a little forward if i move forward and a little backward if i move backwards

mellow turret
#

-log maybe?

zinc shore
#

it seems the control rotation keeps overriding the rotation if i try and do this

mellow turret
#

thanks

plush yew
#

My epic games launcher just stuck on the loading screen. I renamed the "Manifests" folder, but its still broken. Any ideas? Thanks for reading

vital cosmos
#

Stuck for me too, just their dogshit launcher and servers

thorn gyro
#

I'm having a weird issue with playing videos in the editor, wondering if someone can help. I have a plane in the scene, and a camera pointed at is to fill the screen. On the plane is a media texture material that plays a video when the scene opens. It works fine for the first scene, or level, but I set it to automatically open a new level with another video as soon as it's finished, but in that second level i can see just a frame of somewhere halfway through the video right at the start then it plays as normal. I don't know what's causing this, can anyone help?

#

Maybe I could change the material of the plane in between videos, so I don't have to change levels? I don't know if that would help but it's an idea

hoary holly
#

Rip, can't do shit with the launcher

drowsy snow
#

AWS is currently gone to shit.

bright sigil
#

-- YOU CAN ALWAYS LAUNCH THE UPROJECT IF YOU WANT TO USE THE ENGINE --

#

if you're trying to use something specifically in the Epic Games Launcher then you're SOL. But you can still open the engine; don't need the Launcher for that

neon bough
#

so i'm not the only one having trouble to download assets?

bright sigil
#

no clue, i grabbed stuff 3 or 4 hours ago

drowsy snow
bright sigil
#

needs a bright green color or something now..

neon bough
bright sigil
fierce tulip
#

that looks like you wanna spawn the ued-goblin of ye olde lore.

drowsy snow
#

Hear ye! Hear ye! Just launch the .UPROJECT to launch the engine!

bright sigil
#

awaits flood of questions to know where the .uproject is

plush yew
#

how to remove or fix/decrease this dirt effect on material? It's happening when I add low light, in full bright room it looks ok. Tried to remove material that I thought caused it, but it didn't fix it.

bright sigil
drowsy snow
#

Umm... Looks like uhhhh

plush yew
#

Like jizz lol

#

It's from Modular Hotel asset pack

drowsy snow
#

Anyway

#

Look on the material.

neon bough
#

and get sure that it aren't decals

plush yew
#

tried to remove m plinth

neon bough
#

that looks more like a decal if it spans across several materials

#

or check if the materials all extend from the same master material which has "grunge" in it

plush yew
#

made room wider and seems fine

bright sigil
#

lol

drowsy snow
#

It might be wrong roughness/specularity or normals.

limber cradle
#

Hello again, guys. I followed a yt tutorial about attack system and the guy basically uses the "play animation montage" node and stuff. The thing is: if I press the walk button, my character keeps moving through the map while the animation plays, so it is really weird to see a character swinging a sword and moving around. Does anyone know how to solve this? Like, how to make impossible to my character to move around while the animation of attack plays? I accept a yt tutorial as well. Thanks!

harsh shell
#

Does unreal engine support linux?

limber cradle
bright sigil
icy mulch
#

Does anyone know how to disable character movement after a ai catches you cause my character can still move

tidal shale
#

Does anyone know how to fix this issue? I've been stuck on it for 4 days now

icy mulch
#

Were am I supposed to put it

#

Never mind I got it

bright sigil
plush yew
#

why my navmesh navigation sometimes makes player dissapear?

#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_K2_GetPawn_ReturnValue". Blueprint: TopDownController Function: Move to Hit Location Graph: MoveToHitLocation Node: Branch

bright sigil
plush yew
#

how can i check this?

#

it is execute a move to location from player controller

#

casting from the character

bright sigil
#

in the controller bp, it's in the very top right of the window

#

this is the template function yeah?

plush yew
#

parent class: player controller

bright sigil
#

ah, so not ai controller

bright sigil
plush yew
#

i tried to remove this one, as it checks if pawn is too close to point click to execute movement

#

but it happens the same problem but without any warning from the engine

#

well actually i am confused, this function does not exist anywhere in the blueprint

harsh shell
#

Is there a reason that the game scene is so laggy? It eats up all of my GPU

bright sigil
plush yew
bright sigil
plush yew
#

if so, nothing happens, the top-down control does not work anymore

bright sigil
#

oh...

#

errors or ... no?

plush yew
#

lol, i may moved something else, it does not move even returning the original node

bright sigil
#

ah crap, sorry, i forget this is in the controller

#

i think controlled pawn is right then

#

is there any other Get Pawn node?

#

im thinking if this is the only change and you've not made anything else, start from new project. there's a lot of places something could go wrong

plush yew
#

yes, that is what i tried

#

and for my surprise, the edge that was throwing me errors, now works without any tweak 😐

#

tweaking with navmesh is hard job

bright sigil
#

it works?

#

i havent a clue what happened there

plush yew
#

bingo, i found another spot that gave me the same error 😄

#

let me try your solution and after increasing the maximum step distance and slope player can move

#

yeah, nothing works

#

your solution and mine

#

i tried to change step distance and slope on Project Setting under Navigation tab but it does not help too

#

now i question, may it is because my map is very low poly?

#

collisions are set as complex, so it is sticking with terrain shape

#

but i do not know if NavMesh is better suited for smooth terrain

#

my terrain mesh looks like this

#

NavMesh build on it,

#

i tried to increase mesh height so it does not have too much not filled spaces but it give me errors at the same spot

bright sigil
#

navmesh does like flat, but looking at the last picture, there's sort of a grid shape happening, i think the navmesh quads are too large - needs to be more detailed. I think thats Till Size UU or one of those

mortal quarry
#

Hi all, anyone have an idea why my sky flickers black when I move my camera? Seems like at certain angles it does it - I managed to get it to stay on screen for this scerengrab

second image is what it looks like 96% of the time

#

PS. happens when closer to the landscape only

drowsy snow
runic fern
#

How to build a bridge effect by weight if the weight heavy bridge will fall or damage

#

🤔

primal tendon
#

Does iPhone SE support Live Face?

trim mesa
#

hi

#

i am new to this server and wanted to ask that why am i getting this error when i open unreal engine 4?

#

and how to solve it

steady fractal
#

man, how do I turn off auto save?

trim mesa
#

<@&213101288538374145>

trim mesa
snow crown
#

do not ping moderators for help

trim mesa
#

ah man

#

whom should i ask then

#

this is urgent

snow crown
#

or, rather, don't ping moderators for help that isn't discord server related

trim mesa
# trim mesa

@snow crown do you have any idea how to solve it?

snow crown
#

anyway, you're missing vcruntime so run the redist package in the engine folder

trim mesa
#

this issue

trim mesa
#

can you explain in simple langauge

snow crown
#

go to wherever you installed the engine

#

in that folder there is an "extras" folder

trim mesa
snow crown
#

in that folder, there is a folder called "redist"

#

inside that folder, there is a program you can run to fix that

snow crown
#

Program Files\Epic Games\UE_4.27\Engine\Extras\Redist\en-us

#

that's the path to the redist

#

run the one for your pc architecture (probably x64)

coarse wind
#

🤔 Hey, have a basic question, haven't found an explanation about this yet - how can I export Blueprints to another projects? I'm going to make change a First person actor in the way it is done in Epic games site course (can pick the throw objects, can change colors of the object) and want to use it again later in another project.

trim mesa
#

this @snow crown ?

snow crown
#

yes

trim mesa
#

should i open it

#

which one? 64 or 86? @snow crown

snow crown
#

... yes

#

whichever one for your pc

#

most of the time it's the x64 one

trim mesa
#

and then it will open ue4?
if i run either of them

snow crown
#

you'll need to run ue4 after that

#

all that will do is install the runtimes

#

which is what the error message was complaining about

snow crown
#

so, yes, run it, and then try to run UE4 again

ebon palm
#

How can I make my ammo that if my player is dead the ammo remember is count

dense dagger
#

anyone have an idea of why I can't share my screen inside of the voice channels?

coarse wind
coarse wind
#

hmm I can't check "Simulate Physics" in some objects in my scene, although it's StaticMeshActor. any idea why ?

#

ohh it's because the collision box, nevermind

tiny valley
#

Whats the best way to identify player controllers when interfacing with gamestate. Curretly im generatting a random string and attaching it to every variable as strings

#

I have an array of ints, theres nothing to id the ints insde an array unless attaching a string to them im interest in a single variable soultion

drowsy snow
dusk nebula
#

is there any way to tie "show HUD" to a widget in the viewport? I want to be able to turn off a collection of widgets without having to check that boolean every tick or something similar

real bridge
#

Hello, I was wondering if anyone knew if UWP is still supported with Unreal Engine

wary wave
#

it is not

#

and has not been for some time

#

it is also almost completely useless, so this isn't strictly a problem

real bridge
#

So currently there's no way to port to like Xbox?

wary wave
#

you wouldn't use UWP for that

#

you'd talk to Microsoft about licensing for their platform, obtaining their SDKs, then getting the relevant branch from Epic

real bridge
#

I see, thank you@

#

*!

kindred depot
#

I wrote my own crouch, can anyone tell me why the action is not working when pressing crouch?

#

server and client nodes are messed up got it 😉

trim mesa
#

hi, @snow crown

#

i opened the 64 bit file

#

and it says this

#

earlier i got busy so didnt ran the program

#

but now it says uninstall or close

#

what should i click on @snow crown ?

wary wave
#

...do you not have a 64 bit operating system?

#

if not, you cannot run UE4

trim mesa
#

and roy awesome and me were in a conversation but i went to some work

#

so if you know how to solve it let me know

#

@modern root are you free

#

i need to ask you a urgent question

wary wave
#

don't tag random people, it's rude

#

also, I responded to you and you have ignored my question

trim mesa
#

he's moderator (whisps these people give reply quickly)

trim mesa
wary wave
#

moderators are not there to answer your questions

trim mesa
#

what if i have 32?

#

how do i check

wary wave
#

run a Dx Diagnostic and see what operating system you're using;

modern root
#

You've been warned before @trim mesa, please dont tag mods for help

ebon palm
wary wave
trim mesa
trim mesa
wary wave
#

just type 'dxdiag' in the search bar and press enter

trim mesa
#

64 bit

#

@wary wave

#

ok now

#

what should i do

wary wave
#

nothing, the prereqs likely installed successfully

trim mesa
#

what about my problem?

trim mesa
wary wave
regal mulch
#

They were already told to do so iirc

#

Or rather, they were told to install the Prerequisites

#

Which should entail the Redistributable

#

But I guess it can't hurt

wary wave
#

Prereqs should have it, but you never know

regal mulch
#

Pretty sure it has

ivory lake
#

Anyone know how to make particles flow over the landscape ? I couldn't find any tutorial, only showcases

ebon palm
#

how can i make my player is dead without the player is dead

autumn flame
#

🤔

#

Yes

karmic granite
#

hey guys how can i add a model to my first person template? i want to copy it so that i can make an enemy AI but i dont know where i can find the basic robot model and how to add it to the bot

drowsy snow
#

As far as games concerned, being dead is yet another state a "living" entity can get into.

#

For comparison, in classic Doom, dead monsters leaving behind their corpses still "think", in a way that they're still preparing to execute another logic (e.g. resurrected by Archviles or Nightmare mode)

#

I think anyone who want to program gameplay should refer to classic Doom as THE master class of gameplay programming. The source code is open source for almost 25 years, and the documentation for it is collectively comprehensive.
The gameplay loop is simple enough by today's standard and collective understanding.

exotic thicket
#

I don't know tbh.

#

The ideas are solid yeah but that's about it I think :D

kindred depot
charred blade
#

After set view target with blend, how do I retrun back to the original camaera manager with default pawn and controller

drowsy snow
charred blade
#

How do you return back to the orignal camera

drowsy snow
ebon palm
kindred depot
#

So even if the action is set inside the animation blueprint, if there is no reference to that action inside the character, the action will not replicate to the client and only the server will understand what animation blueprint is doing. For example if you want the spine to bend on client and server, you have to set it in the anim BP then from here use your look nodes inside the BP of the character, make a server and client custom event. This will determine which way the spine is bending.

#

Mind blowen. no wonder why some things do not replicate correctly.

drowsy snow
prisma brook
#

Could someone help me get the Furioos SDK working with my project?

#

I'm having such a hard time integrating it

runic fern
#

What is the problem with Furioos

prisma brook
#

I can't add the blueprint to my scene

runic fern
#

The actor

knotty summit
#

Is there any tool that lets you edit prefix & suffix of multiple files in Unreal Engine?

prisma brook
#

this is where it is

#

UE does not allow me to drag the blueprint into the scene

#

First time using UE so I imagine it's something simple on my end

drowsy valley
#

Heyo - What would you use to draw Tire Marks / Tire tracks on the floor?

In unity I've used line renderers but I have no idea what should be used in unreal

wary wave
#

decals

runic fern
drowsy valley
wary wave
#

cheap enough, and only if you make them

drowsy valley
#

Sounds great. So there wouldn't be any problems with having decals all over the map?

wary wave
#

nope

runic fern
#

Also guys if i made a bridge with bones and physics chain ( constraints) can i control the bridge holding weight ? And if exceeded will fall ?

#

I asked on FB but i just got this idea

kindred depot
drowsy valley
runic fern
prisma brook
#

Ok i'll try now

fair herald
#

Hey!
can anyone push me into right direction.
I want to import OBJ and FBX files at runtime with different components for example model of table which has different mesh for top and bottom with different materials,

#

I have try a few ways for example try to use plugin but non of them have support for both OBJ or FBX file formate,(If you know any plugin that has support, let me know)

prisma brook
#

also what does cpp stand for?

#

Oh lol

#

Oops

kindred depot
#

bro just open your blueprint.

#

lol

#

go to class types

#

add the class.

#

compile, save. bam you have it

#

but i mean it takes a few more steps if you dont have anything from there.

#

no idea what you are doing, so thats as far as i get.

prisma brook
#

first time using UE and need this up like today

#

i thought furioos would make things like this easy for noobs

#

content streaming

trim mesa
#

hi

#

i am new to the server

#

wdym?

prisma brook
#

yeah I read all about pixel streaming, furioos takes care of the server for you so seemed simple

trim mesa
#

ok, only this file?

#

whenever i open ue4, it appears

#

and i cant open ue4

#

@plush yew

#

do i only need to download this file? or any other too?

#

and is this file safe

#

??

#

to download

#

ok

#

hmm

#

what the

#

man this is a help server don't confuse people

#

@prisma brook , can you help me

prisma brook
#

if you think im gonna be more help then random internet stranger

#

your doomed

#

but @ random internet stranger if you can help get me get this sdk integrated

#

i will love u

trim mesa
#

ah man

#

i am likely to just ping mod now if you keep trolling me

#

what is redist?

#

ok, then if i download it, then where should i locate that file?

neon bough
#

you can most likely trust him

#

at least what he said is correct

trim mesa
#

no like desktop or any other folder